some sort of gluttony-jump

Forum for suggesting changes to Salem.

some sort of gluttony-jump

Postby iotuegli » Sun May 12, 2013 12:12 pm

hello every1 ^^
i was thinking some days ago, and that little prize popped out! here it is what i get:


in RL if you work, your muscles will raise in streght and volume to do the work better, that is a natural and "tested" feature every single organism have, if something is used it will grown or enhance itself to accomplish better his job

now in salem if i start with a 5/5/5/5 char i need to raise a little his humors with gluttony... what a pain!! if i start as first time from scratch it require a bit of effort, cutting my ability to proper work for stuffs (like use wandering as normal movement, dig a little hole, chip stones, chop trees and so on...)
i need to forage, to cook what i get and when i reach a good level start again grinding what i unklocked


my suggestion is:
why not making a little amount (like 30-40) of Humors grown your cap without any use of gluttony (good for advanced game) but only needing some work effort?
if i start flattering a land with my little nice char with 20phlegm, that phlegm will grown (like shroom poisoning, a stackable amount 0,01 per tick) till 40 humors (the cap for this kind of grinding) and allow me to make harder works, and base growing without the mess of a continue glutton in the woods with rabbit meat and other foods.

that will also be the same with YB (PvE will get YB grown), blood (normal eating will raise your blood) and BB (studying will get your brain work better)


i belive that will get freshly new people with less grind to do before figuring out how the gluttony (and all other stuffs) actually works... without randomly wander for food and things like that saving time for study



-thanks for reading, i hope my idea arrived without interferences due my english :) -
i'm the one who run :|
David Guetta - Titanium
iotuegli
 
Posts: 359
Joined: Sun Dec 30, 2012 8:46 pm

Re: some sort of gluttony-jump

Postby Dallane » Sun May 12, 2013 12:20 pm

Good idea for noob but that gives a massive boost to vets. That is alot of food someone doesn't have to eat.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: some sort of gluttony-jump

Postby Droj » Sun May 12, 2013 4:51 pm

it is unusual for a sandbox game to not have limits on certain aspects such as character skill/strength. for example in eve-online you have skills each having a maximum level of 5 and ships & modules representing a limit on overall character strength. In Salem you have biles that can be increased to levels of insanity albeit at a range where it does become extremely difficult to increase any further using current foods available in the game.

the difference between a new pilgrims bile stat and a well progressed pilgrim's say 300+ is so much is it even necessary for a sandbox game? Some say a 60 biled character is well suited to anything game play wise so wouldn't a limit say 100 represent the optimal? it would then make it a lot easier to balance aspects of game play when the realistic limits are known. Things like clothing and artifices could then represent then balance of equality since there would realistically be a limit on the achievable strength of a character based on biles before added modifications.

I believe this would promote more active faction vs. faction warfare as the value of strength is not only perceived by numbers but also by character modification. To better illustrate, this could be your 300 spartans vs. 10,000 persians if you like. Player's in my opinion would also find knowing realistic limits a more enjoyable experience when relating to structuring and building new characters. It would promote a more forgiving mentality and detach those who don't from the one-character-only forever ideal.

At lot of people talk of 'endgame' but isn't that something that is persistent in a sandbox mmo. So could argue it doesn't actually exist. A world's state will always be continually mutable and therefore never-ending, bases will be built and razed, characters will be born and killed; this isn't a typical run of the mill mindless dungeon grinder where the possibilities are finite.
***** the Treaty!
loftar wrote:I not like, you not get
User avatar
Droj
 
Posts: 1192
Joined: Wed Aug 01, 2012 1:23 am
Location: England

Re: some sort of gluttony-jump

Postby iotuegli » Sun May 12, 2013 7:31 pm

Droj wrote:
it is unusual for a sandbox game to not have limits on certain aspects such as character skill/strength. for example in eve-online you have skills each having a maximum level of 5 and ships & modules representing a limit on overall character strength. In Salem you have biles that can be increased to levels of insanity albeit at a range where it does become extremely difficult to increase any further using current foods available in the game.

the difference between a new pilgrims bile stat and a well progressed pilgrim's say 300+ is so much is it even necessary for a sandbox game? Some say a 60 biled character is well suited to anything game play wise so wouldn't a limit say 100 represent the optimal? it would then make it a lot easier to balance aspects of game play when the realistic limits are known. Things like clothing and artifices could then represent then balance of equality since there would realistically be a limit on the achievable strength of a character based on biles before added modifications.

I believe this would promote more active faction vs. faction warfare as the value of strength is not only perceived by numbers but also by character modification. To better illustrate, this could be your 300 spartans vs. 10,000 persians if you like. Player's in my opinion would also find knowing realistic limits a more enjoyable experience when relating to structuring and building new characters. It would promote a more forgiving mentality and detach those who don't from the one-character-only forever ideal.

At lot of people talk of 'endgame' but isn't that something that is persistent in a sandbox mmo. So could argue it doesn't actually exist. A world's state will always be continually mutable and therefore never-ending, bases will be built and razed, characters will be born and killed; this isn't a typical run of the mill mindless dungeon grinder where the possibilities are finite.


mmm maybe i don't fully understand what you mean (if you want to make another thread in this thread or send your idea of "maybe is good have some sort of cap") but i think that don't enter in that argument i'm talking about :)



Dallane wrote:Good idea for noob but that gives a massive boost to vets. That is alot of food someone doesn't have to eat.


why that will boost veterans? if i'm a noob and i got my 40 humors without glutton, how that will make vets stronger? i mean... they already can make many and many chars with 40H like the nooby mine, what is the difference?
i'm the one who run :|
David Guetta - Titanium
iotuegli
 
Posts: 359
Joined: Sun Dec 30, 2012 8:46 pm

Re: some sort of gluttony-jump

Postby Dallane » Sun May 12, 2013 10:39 pm

iotuegli wrote:
Dallane wrote:Good idea for noob but that gives a massive boost to vets. That is alot of food someone doesn't have to eat.


why that will boost veterans? if i'm a noob and i got my 40 humors without glutton, how that will make vets stronger? i mean... they already can make many and many chars with 40H like the nooby mine, what is the difference?


You made a skills gap even wider between vets and noobs.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: some sort of gluttony-jump

Postby Scilly_guy » Mon May 13, 2013 12:47 pm

Dallane wrote:
iotuegli wrote:
Dallane wrote:Good idea for noob but that gives a massive boost to vets. That is alot of food someone doesn't have to eat.


why that will boost veterans? if i'm a noob and i got my 40 humors without glutton, how that will make vets stronger? i mean... they already can make many and many chars with 40H like the nooby mine, what is the difference?


You made a skills gap even wider between vets and noobs.


I don't see how it makes the skill gap wider other than delaying the newbie from having to learn about gluttony. Personally I think that suggested cap of 40 for this kind of bile raising is a bit high, 20 might be more sensible. As for the OPs argument that IRL things grow from doing stuff/using muscles etc, yes that is true, but the organisms must eat in order to get better. A tree doesn't get bigger without water, nutrients and sunlight, a person doesn't go from being a baby (with like 0.1/0.1/0.1/0.1 biles) to being an adult without eating quite a lot of food, and they can't just eat bread, to be strong, smart and healthy IRL you need a balanced diet.
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: some sort of gluttony-jump

Postby iotuegli » Mon May 13, 2013 2:46 pm

Scilly_guy wrote:
words


I don't see how it makes the skill gap wider other than delaying the newbie from having to learn about gluttony. Personally I think that suggested cap of 40 for this kind of bile raising is a bit high, 20 might be more sensible. As for the OPs argument that IRL things grow from doing stuff/using muscles etc, yes that is true, but the organisms must eat in order to get better. A tree doesn't get bigger without water, nutrients and sunlight, a person doesn't go from being a baby (with like 0.1/0.1/0.1/0.1 biles) to being an adult without eating quite a lot of food, and they can't just eat bread, to be strong, smart and healthy IRL you need a balanced diet.


you're true, a lower cap for this kind of feature is also better than have a char which can bash walls without harm xD (mmm wall nerf?)

but that is a game, it pretend to be near real life but it can't be totally RL. in that game i can survive for month only eating oatmeal crackers or berry-on-a-straw
my suggestion will add some little higher use of humors for a little gain of cap, something like "you consume 0,10 much than normal but 0,01 will be added to your actual cap


decreasing the supergap between newbs and vets...
(however a cap can't be cut off, it's impossible, at least give those noobs the ability to work and make something)
i'm the one who run :|
David Guetta - Titanium
iotuegli
 
Posts: 359
Joined: Sun Dec 30, 2012 8:46 pm

Re: some sort of gluttony-jump

Postby Scilly_guy » Mon May 13, 2013 10:41 pm

iotuegli wrote:but that is a game, it pretend to be near real life but it can't be totally RL. in that game i can survive for month only eating oatmeal crackers or berry-on-a-straw

It was you that was saying the game should be more like real life wasn't it? Nevermind, this is not the real discussion.

iotuegli wrote:my suggestion will add some little higher use of humors for a little gain of cap, something like "you consume 0,10 much than normal but 0,01 will be added to your actual cap

I'm not sure I understand what you are saying here.

iotuegli wrote:decreasing the supergap between newbs and vets...
(however a cap can't be cut off, it's impossible, at least give those noobs the ability to work and make something)

I don't mind suggestions that help people out a little, in the very beginning, but when you start trying to undermine the hard work that people have done to get to where they are I lose respect for your idea.

Imagine this example:
If you decide you want to run a marathon but everyone else started 20 minutes ago it is not fair for you to use a bike to catch up, or start where the front runners are at this point.

Ok so I realise that the rules of this game have changed since the "front runners" got where they are, but they will change again. How would you feel if when the rules change next time and you find that now beginners are allowed to have what you have worked for 3 months to get.

To all the people complaining about the TITANS, think of them as having received a closed beta bonus and shut up.
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: some sort of gluttony-jump

Postby Kuksmoer » Tue May 14, 2013 10:46 am

I'm quite happy with the gluttony system, I don't think it's TOO challenging.. It's challenging enough to keep it interesting but not too challenging make it boring.
Sure, it could be tweaked a little (and will be) but this is not the final game yet.
People who started playing much earlier got to make that giant leap, and frankly, there's nothing we can do about it.
Even with a new server, it doesn't require a "bile monster" to raid a newbs or even an experienced person's claim.

When I started playing I accepted that I'm not going to get a monster biled character in a day, or a week or even a month.
I think the gap between newbs and vets should be realistically wide, there's a significant difference between efforts of a 3 month player and a 1 week player.
It's the "survival of the fittest" here folks.
For now, on these servers, unfortunately you can't be the fittest.
You can improve a lot, though.
Image
User avatar
Kuksmoer
 
Posts: 41
Joined: Tue Mar 26, 2013 4:14 pm
Location: Land of Rudolph & Santa

Re: some sort of gluttony-jump

Postby Kuksmoer » Tue May 14, 2013 10:49 am

iotuegli wrote:Imagine this example:
If you decide you want to run a marathon but everyone else started 20 minutes ago it is not fair for you to use a bike to catch up, or start where the front runners are at this point.


This is exactly what I meant.
Image
User avatar
Kuksmoer
 
Posts: 41
Joined: Tue Mar 26, 2013 4:14 pm
Location: Land of Rudolph & Santa

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 5 guests